I know this is old but since nothing has changed what I'm about to say still applies. The support specialist is slightly overpowered. His weaknesses are reload time ammo and range. The former two weaknesses are compensated by the fact his shotguns can easily clear corridors of specimens before he needs to reload and that he can offperk a katana for cleaning stray clots and such. Range is a problem as he cant take out husks and sirens in a safer manner like most of the other classes can, but they are quickly dispatched of, and they are the only two ranged specimens ( i guess the bloat also counts) bar the patrirarch. The fact that most specimens will be getting close to you, and most wipes happen when specimens are too close is why this debate is huge. What really sets support speciliast apart is that in close range he can kill the scrake quicker than a berzerker or sharpshooter can, and kill fleshpounds with less risk than a demolitions. Why can he do this? its because the hunting shotgun in particular is too powerful. The support specilaist has the weight capacity to carry a katana or axe to flinch and uppercut a scrake with the HSG. However, it doesnt end there. At this point I'm pretty sure that most of you realize that u dont even NEED the flinch to one shot a scrake with the HSG. All you have to do is aim downward, wait till he approaches melee range, and just as he trys to cut u with the chainsaw , jump and alt fire and u will OHKO the scrake 100 percent of the time. Then versus the fleshpound, there is more risk for him simply because it only takes one siren or one well placed husk fireball to ruin either of the aforementioned combos: Nade + HSG, 2 nades ; or Nade + HSg + Nade, HSG. Just a fun fact that for the first combo, you only do need 3 nades and one HSG, however some of the time people need the second follow up shot due to misplaced grenades and or initial HSG. That aside, i don't think that removing the nade bonus solves the problem. I think however that giving scrakes and fleshpounds a resistance to HSG in particular or shotguns in general to make them a bit harder to kill would be more appropriate. But it all depends on what Tripwire intends for the class to do. It's not so much of a problem that support can deal with large and small crowds of specimens alike , all classes except commando can do that now. Its just that for the support specialist no other class can be as effective and efficient against every type of specimen once the specimens are close except for the berzerker, who is arguably OP as well. The suppport specialist doesn't struggle when he gets swarmed like demo and sharps can. And them being better at range, while definitely a bonus, doesn't really affect the argument since killing floor as i said before has only one truly long ranged specimen during the first ten waves ( husk ).